====== Creative Combat ====== Tests make a game even more exciting and memorable. Creative Combat enhances a pulp-style game with additional benefits for those who Test with a raise. A successful [[Test]] works as usual, but if a [[Wild Card]] character succeeds with a raise while in combat, her foe is not automatically [[Shaken]]—she rolls on the Creative Combat table instead: ^2d6^Result^ |2|**Second Wind:** The foe’s reaction gives your hero hope or allows her to catch her breath. She may remove a level of Fatigue or a Wound (her choice). If she doesn’t have Fatigue or Wounds, the enemy is Shaken instead.| |3|**Inspiration:** Fate favors the bold. The clever hero receives a Benny. | |4–5|**Double Whammy:** The target is both Distracted and Vulnerable. 6–8 Shaken: The foe is Shaken. | |9–10|**Setback:** The target suffers a setback of some sort. She might fall off a ledge, lose the confidence of her minions (who then desert her), take a rash but foolish action, or simply lose her next turn as she attempts to recover from whatever situation she finds herself in. | |11|**Insight:** The hero has new insight into the target’s nature. Once during this encounter, she may add +d6 to any Trait roll made to directly attack, affect, or damage the same foe. If rolled a second time in the same encounter, the foe is Shaken instead. | |12|**Seize the Moment:** After the hero resolves this turn, she immediately gets an entire additional turn. This includes movement as well! She may use the turn to go on Hold if she wishes| {{tag> setting_rule}}